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Author | SHA1 | Date |
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Noah Petherbridge | fe68c792cc | 3 years ago |
Noah Petherbridge | 86cb326307 | 3 years ago |
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title: "v0.12.0: the Azulian Tag Update" |
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date: 2022-03-27T15:39:21-07:00 |
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draft: false |
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--- |
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A new beta release of _Sketchy Maze_ is now available. This release brings a |
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lot of new features to the level editor, such as a Text Tool and Flood Fill |
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Tool, and adds a couple new levels for a game mode called "Azulian Tag." |
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In Azulian Tag, the player who is "It" (that's you) needs to avoid being |
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tagged by the enemy characters, most of which are Azulians. The Azulians |
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on these maps have an infinite aggro radius and will chase after the player |
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no matter how far away you are! To get the gold medal high score, you need |
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to find the secret exit hidden in each level. Otherwise, you're awarded a |
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silver high score based on how long you survive until one of the Azulians |
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catches you! |
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![Azulian Tag](/images/v0.12.0-azutag.png) |
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## New Level Editor Features |
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Some new drawing tools are added: |
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* The **Text Tool** makes it easy to stamp text messages onto your level, |
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choosing from one of the built-in fonts (including the Azulian language |
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font!) and using any of your level's colors. |
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* The **Flood Tool** implements a paint bucket to replace contiguous |
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regions of your drawing with a new color. |
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* The **Pan Tool** lets you easily scroll your level viewport with your |
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left mouse button or finger swipe on mobile. This is especially useful |
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for devices with touch screens so you can avoid accidentally editing |
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your level when you just wanted to scroll it! |
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New **Game Rules** can be customized on your level to change the game's |
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default behaviors, including: |
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* A **Difficulty** setting that can adjust the way enemy mobs behave. |
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On Peaceful, enemies ignore the player and do no harm. On Hard mode, |
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enemies become more aggressive, such as the Azulians having an |
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infinite aggro radius and run at the player at level start! |
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* The **Survival Mode** rule changes the meaning of "high score" for |
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the silver medal tier: you're awarded for _how long_ you survive before |
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dying rather than how quickly you beat the level. On these levels, the |
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gold tier for finding the Exit Flag unscathed is still awarded for |
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fastest time finding the flag. |
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[Download](/download) the latest release now or see the |
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[change log](https://www.sketchymaze.com/guidebook/changes.html) for full |
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details. |
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--- |
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title: "Screenshots" |
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draft: false |
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toc: true |
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--- |
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The [Guidebook](/guidebook/) site has lots of screenshots of the game sprinkled |
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throughout, but here are a collection of interesting ones all in one place. |
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# Desktop |
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## Gameplay |
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![Zoo](/images/v0.11.0-zoo.png) |
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_Screenshot from the "Zoo" level in the Tutorial levelpack._ |
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![Shapeshifter](/images/v0.11.0-shapeshifter.png) |
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_Screenshot from the "Shapeshifter" level in the First Quest._ |
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![](/images/v0.9.0-gameplay.png) |
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_Screenshot from the "Boat" level in the First Quest._ |
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![](/images/v0.8.0-gameplay.png) |
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_Screenshot from the "Castle" level in the First Quest._ |
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----- |
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## Level Editor |
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![Level Editor UI](https://www.sketchymaze.com/guidebook/images/newlevel-2.png) |
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_Level editor viewing the Azulian Tag Tutorial map._ |
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![Doodad Tool](https://www.sketchymaze.com/guidebook/images/doodads.png) |
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_Drag doodads into your level._ |
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![Palette Editor](https://www.sketchymaze.com/guidebook/images/palette.png) |
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_Customize your level's color palette and properties._ |
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----- |
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## Doodad Editor |
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![Doodad Editor](https://www.sketchymaze.com/guidebook/images/doodad-editor.png) |
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_Doodad sprites can be authored in-game._ |
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![Doodad Properties](https://www.sketchymaze.com/guidebook/images/doodad-properties.png) |
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_JavaScript sources can be attached or exported in the Doodad Editor._ |
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----- |
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# Mobile GNU/Linux |
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Sketchy Maze supports ARM 64-bit mobile GNU/Linux devices such as the Pine64 |
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[Pinephone](https://www.pine64.org/pinephone/) ([Pro](https://www.pine64.org/pinephonepro/)) |
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and the Purism [Librem 5](https://puri.sm/products/librem-5/). The screenshots |
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below were recorded on [Mobian](https://mobian-project.org) with its default |
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[Phosh](https://puri.sm/posts/phosh-overview/) desktop shell. The game should |
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run on any bog standard Linux distro running something like KDE Plasma Mobile, |
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GNOME Shell, Xfce, and can run normal Linux apps. |
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I try and make the game generally functional, if only a little awkward, on mobile. |
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The game's popup UI windows are kept under a certain size, it should run on |
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screens with an effective resolution of 375x750 like the Pinephone. |
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## Title Screen |
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The title screen is adaptive for landscape and portrait oriented phones. |
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![Landscape Titlescreen](/images/landscape-title.png) |
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![Portrait Titlescreen](/images/mobile-title.png) |
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## Mobile Gameplay |
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The game adapts when you rotate your phone. |
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![Landscape Gameplay](/images/landscape-gameplay.png) |
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![Portrait Gameplay](/images/mobile-gameplay.png) |
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## Editor |
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The level editor is usable on mobile. If your screen is wide enough, the toolbar |
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shows double-wide columns but will adapt to a single column to give you more |
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screen real estate to edit your drawing. |
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![Landscape Editor](/images/landscape-editor.png) |
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![Doodads window in the editor](/images/landscape-doodads.png) |
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![Portrait Editor](/images/mobile-editor.png) |
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There's also a setting to make the toolbars go horizontal instead of vertical, |
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it might or might not work for you: |
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![Landscape mode horizontal toolbars](/images/landscape-horizontal.png) |
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![Portrait mode horizontal toolbars](/images/mobile-horizontal.png) |
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